help-liquidwar6
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Help-liquidwar6] Re: Questions about graphic


From: Christian Mauduit
Subject: Re: [Help-liquidwar6] Re: Questions about graphic
Date: Wed, 08 Nov 2006 03:00:25 +0100
User-agent: Thunderbird 1.5.0.7 (X11/20060928)

Kasper Hviid a écrit :
> A genious hack - a teleport would also be fun in itself! But I don't know
> how easy it would be to create a teleport, with downsizing of images and
> all..
How easy? Well... it depends. My idea was: draw a red spot somewhere and
a red spot somewhere else, and the system finds out by itself that
there's a teleport in between. Basically red would be connected to red
wherever it is on the map. And we would use different colors for
different "tunnels". Yellow <-> yellow, green <-> green and so on. And
yes, that would be called "teleport.png". But there's not one single
line of code for that yet, the discussion is widely open. Ideas welcome.

> Colors will change according to what light they are viewed in. Red will
> look
> different in bright sunlight, in moonlight or under water. It might be a
> good idea to let the level designer decide how each warriors color
> should look on his levels. Something like this:
> <string key="warrior-red" value="b8453e" /> (Hex color value)
I totally agree, that's why such a feature was already on my todo list.

> Enough talk! Here is some new levels. (I like "Artland" most.)
> 
> www.childrenoftheparents.com/kaspers_stuff/rust.zip
> www.childrenoftheparents.com/kaspers_stuff/peace.zip
> www.childrenoftheparents.com/kaspers_stuff/fmos.zip
> www.childrenoftheparents.com/kaspers_stuff/artland.zip
Yeah! Thanks.

Just a few remarks, rust is just great (but well, it has an air de "deja
vu" 8-)), fmos is funny (I like the transparent stuff on bottom-left),
but peace & artland both have little quirks.

Artland's map.png is "inverted" (black is white and white is black), and
on Peace the end of the tentacles are totally unreachable. I used to
make a way all round the level to allow fighters to circle around it to
avoid that on my maps. But maybe that was done on purpose on yours.
Still, don't waste time to invert Artland, I can handle that.

However, you might wonder how I noticed that? Eh? Well, the reason is:
the current code on the Arch depot allows me (and possibly anybody who
downloads it and compiles it) to somewhat play on them. Not a real game,
there's no winner and the AI is so dull there's no point in trying to
beat it (it's random) but well, LW6 is no vaporware, believe me 8-)

I'll try and make a video of that, update docs, clean up the oh so dirty
things that are left, and will package an official tarball.

I hope I'll be able to do that before November 30th. On that date I'm
going to the "Trophées du Libre" http://www.tropheesdulibre.org/ .
Liquid War 6 is not in competition this year, but LW5 had been in 2003.
So it would be nice for me to have some LW6 thingy running on my laptop
to show the cool stuff arround 8-)

Have a nice day,

Christian.

-- 
Christian Mauduit <address@hidden>     __/\__ ___
                                        \~/ ~/(`_ \   ___
http://www.ufoot.org/                   /_o _\   \ \_/ _ \_
http://www.ufoot.org/ufoot.pub (GnuPG)    \/      \___/ \__)




reply via email to

[Prev in Thread] Current Thread [Next in Thread]